The editor is split up into 5 sections.
Its primary function is to create maps and place sprites.
Beyond that, it relies on external editors that it loads
on-the-fly, to provide further
editing features.
Here's a demonstration of each mode.
Map editor
In this mode, you place tiles and determine what the level's map looks like. More info...
Collision editor
In this mode, you set the collision values of each tile on the map, defiining where the walls are.
In most games, collision ID 0 is passible, and collision ID 1 represents walls.
All the other collision values represent whatever the game wants them to. It'll vary from game to game. But most values go unused. More info...
Sprite editor
In this mode, you can place, move, and edit the settings of all the sprites in this level. Every game has its own unique set of sprites. More info...
Database editor
In this mode, you edit all the non-level data for the game, such as the starting place and title screen.
Every game has its own unique database. Some games don't have any database. When that's the case, this button is grayed out.
This data does not change over the course of gameplay.
Test the game
This allows you to play the current level.
Being able to test a level instantly is the entire reason this level editor was created. More info...